replicant-frameworks_native/services/surfaceflinger/TextureManager.h

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/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_TEXTURE_MANAGER_H
#define ANDROID_TEXTURE_MANAGER_H
#include <stdint.h>
#include <sys/types.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES/gl.h>
#include <ui/Region.h>
#include <pixelflinger/pixelflinger.h>
namespace android {
// ---------------------------------------------------------------------------
class GLExtensions;
class GraphicBuffer;
// ---------------------------------------------------------------------------
struct Image {
enum { TEXTURE_2D=0, TEXTURE_EXTERNAL=1 };
Image() : name(-1U), image(EGL_NO_IMAGE_KHR), width(0), height(0),
dirty(1), target(TEXTURE_2D) { }
GLuint name;
EGLImageKHR image;
GLuint width;
GLuint height;
unsigned dirty : 1;
unsigned target : 1;
};
struct Texture : public Image {
Texture() : Image(), NPOTAdjust(0) { }
GLuint potWidth;
GLuint potHeight;
GLfloat wScale;
GLfloat hScale;
unsigned NPOTAdjust : 1;
};
// ---------------------------------------------------------------------------
class TextureManager {
const GLExtensions& mGLExtensions;
static status_t initTexture(Image* texture, int32_t format);
static status_t initTexture(Texture* texture);
static bool isSupportedYuvFormat(int format);
static bool isYuvFormat(int format);
static GLenum getTextureTarget(const Image* pImage);
public:
TextureManager();
// load bitmap data into the active buffer
status_t loadTexture(Texture* texture,
const Region& dirty, const GGLSurface& t);
// make active buffer an EGLImage if needed
status_t initEglImage(Image* texture,
EGLDisplay dpy, const sp<GraphicBuffer>& buffer);
// activate a texture
static void activateTexture(const Texture& texture, bool filter);
// deactivate a texture
static void deactivateTextures();
};
// ---------------------------------------------------------------------------
}; // namespace android
#endif // ANDROID_TEXTURE_MANAGER_H